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#31
Farsite Colonies / Custom Map #5861: Containment ...
Last post by AutoPost - November 03, 2025, 04:21:13 PM
This topic is for discussion of map #5861: Containment Breach


Author: Puma
Size: 256x256
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#32
Colonial Space Map Discussion / Custom Map #11622: Deorbit. B...
Last post by AutoPost - November 03, 2025, 12:35:45 PM
This topic is for discussion of map #11622: Deorbit


Author: Stryderunknown
Size: 128x84

Desc:
Deorbit v1.0 The map has been tested to make sure it can be beaten, it's up to you what methods you use to do so. Map designed using the vanilla game (no extra scripts, graphics or soundfiles used)
#33
Farsite Colonies / Custom Map #5860: No Power 3. ...
Last post by AutoPost - November 02, 2025, 10:49:10 PM
This topic is for discussion of map #5860: No Power 3


Author: EZM
Size: 320x200
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#34
Colonial Space Map Discussion / Re: Custom Map #11619: Giant P...
Last post by fielding - November 02, 2025, 01:01:54 PM

what a level.  10/10 Very difficult but beautiful and nicely challenging.  Thanks for making this.  Happy Halloween!
#35
Colonial Space Map Discussion / Re: Custom Map #11615: Unbelie...
Last post by Martin Gronsdal - November 02, 2025, 08:29:23 AM
The last emitter I built, when supported by all the others, had a strength exceeding 2000.
#36
Farsite Colonies / Custom Map #5859: No Power 2. ...
Last post by AutoPost - November 02, 2025, 12:11:41 AM
This topic is for discussion of map #5859: No Power 2


Author: EZM
Size: 256x256
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#37
Exchange Map Comments / Re: Custom Map #1841: The star...
Last post by CasuialGamer - November 01, 2025, 02:55:47 PM
After serveral Attemps i managed to finish this map.

Here is a screenshot after i managed to get over the first of serveral blockers:
HeavyGame.png

my tips to tackle this map:
* try to get as many OMNI pickups as possible, but do not be greedy, if you miss one or two don't bother at the start
* get OMNI reactor first
* deactivate gem creators, in the beginning there is neither enough time to fully harge them and you could do better with the energy
* after building serverl OMNIs try to move them to the top of the middle islands (marked in red in screenshot)
* once the OMNIS can savely mire land in the red area, get out out of the yellow area
* you will lose your HQ quite often since a lot of the enemy ships at first aim directly directly. To maximise useable time alternate landing position between at the left side of yellow area and under blue area (here the HQ can eliminate some shipyard

further tips:
* use logic of the enemy ships, there are the following types:
+ sitting ducks, ignore them at the beginning. later in the game you can ram them out of existence
+ fixed path runners, observe them and make your moves when there are leaving the area where you want to make an attack
+ direct hunters, thise are the ships that make the map so hard. At some point (at creation or later) they will pick one of your ships and will hunt it down when finished they pick the next. Sadly at the start of this map they are aiming for the HQ. For those ships it can help to place one or two ships in the yellow Area without building them. At some point the hunters will lock on to those ghost ships. Since they are not build they can not be destroyed. Leave those ghost hunters alone till later in the game.
Are you wondering how i find this out? See the little yellow rectangle in the bigger rectangle? there is a smal MK7 ship placed. Found how may later in the game.
Maybe this tip can help at the start of the game. place some ghosts at the borders to keep the hunters busy. Placing at a border is important o that enemies MK7 bullets fly into the void and not to your ships (or even HQ)

* not have enmergent on all the time, the enemy will fire MK7 at those and you do not want stray MK7 bullets flying around

* save before each bold move
* save after a bold move was successful
=> this is very important in the game when moving the OMNIs to the red marked island. You need at least 3 OMNIS to get a hold there and you need at least 3 more OMNIS in reserve (either not build or currently placed on one of the two starting islands
#38
Colonial Space Map Discussion / Re: Custom Map #11621: Walls P...
Last post by toolforger - November 01, 2025, 04:18:59 AM
Heh. I couldn't walk through walls, but I could destroy them!
#39
Colonial Space Map Discussion / Custom Map #11621: Walls PAC. ...
Last post by AutoPost - October 31, 2025, 09:10:11 PM
This topic is for discussion of map #11621: Walls PAC


Author: IronJohnLogan
Size: 256x156

Desc:
Happy Halloween! Ghosts can walk through walls.... Can you? Enjoy!
#40
Colonial Space Map Discussion / Custom Map #11620: Diagonal ta...
Last post by AutoPost - October 31, 2025, 11:09:40 AM
This topic is for discussion of map #11620: Diagonal takeback 2


Author: builder17
Size: 75x50

Desc:
Simple uphill #Vanilla map, with plenty of AC available.